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About shelvick

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  1. Would a capture group work for your purposes? Something like: "((\"\(.*?\)\")|[^\n\r\s\t]+)" Then you would refer to that capture group using \1, at least in Perl regex that's how you'd do it. I'm not sure how it would fit directly into your example but hopefully that is helpful. Edit: If supported, you could also use lookahead/lookbehind (not tested): "(((?<=\").*?(?=\"))|[^\n\r\s\t]+)"
  2. shelvick

    Where to start… MMO to single player

    Is that true, though? WoW is still going strong. EVE Online is still going strong. I feel it would be more accurate to say that the market for subscription MMO's has shrunk somewhat -- more moderate gamers prefer the gentler financial slope of microtransactions/free-to-play, whereas hardcore gamers are still happy to shell out monthly fees. I remain of the opinion that there is an underserved market (maybe a growing one) of people who are fed up with loot boxes and the like, and who miss the days of subscription-based MMO's... and yes, even massive single-player RPG's.
  3. Partially agree. Yes, the way NMS implemented procedural generation had some downsides, though personally I thought NMS was a great game even as it was when first launched (but that's a separate topic). But Minecraft also uses procedural generation, and look how successful that's been. There are certainly ways to use it well, and ways to use it poorly -- or perhaps use it well while marketing it poorly, as maybe NMS did. Actually, I think the reason most devs, indie devs in particular, don't implement it is less due to fear of player backlash and more just because it's hard. When you're struggling just to make ends meet, the bold ambitious ideas that sometimes lend best to procedural generation are probably the last thing on your mind.
  4. shelvick

    Creating a server for a shut down game

    Essentially you'd have to reverse-engineer the API that the client and server use to communicate. Depending on just how much the former relies on the latter, that could be a piece of cake (basically an accounts database) or a total nightmare. If you're brave, you might think about contacting the game devs and saying "Hey, you shut down your game servers but I really loved your game, could you help me set up my own?" Of course, best not to mention if you're considering reverse engineering the thing.
  5. Well, if you're serious about joining this project, don't wait long to tell me. I'm already vetting a couple of people and I only really need one other technical co-founder.
  6. shelvick

    Accuracy mechanic in an MMO game

    Who is your audience? If you're targeting the more hardcore FPS players, then yeah, you'll likely hear a lot of complaints about "luck". If you're aiming for a somewhat different audience that isn't as concerned about the gunplay aspect, then I think they'll be more likely to appreciate it. Single data point: From a player's perspective, I, personally, would still go with #1.
  7. Without having looked at the docs myself, two solutions come to mind: Periodic polling (if lag in the read isn't important) Spawning a new thread (if lag is important) Have you tried either of these? If so, what was the result?
  8. shelvick

    Accuracy mechanic in an MMO game

    #2 and #3 are effectively the same, differing only in what numbers are shown to the player -- unless you're also implementing some way to dynamically change a weapon's accuracy. So yeah, I'd agree that #1 is more interesting.
  9. Yeah, I thought about adding some mobile/GPS-based stuff to Spycursion, but 1) I don't think it would fit that well, and 2) it would be too much to tackle this early on. Maybe in a couple years! I didn't follow 0x10c very closely, but from what I understand it wouldn't have been all that similar to Spycursion. This video, for example, appears to focus on space combat, which is very different. WATCH_DOGS is more similar, but really I can imagine players having fun in any combination of areas: Hacking being the primary one (and that will be way more realistic than WATCH_DOGS), but also empire-building, political intrigue, or even just "getting the high score." Remember that this is a sandbox game, in the style of EVE Online (but not quite that open world... this is an indie studio, after all ). Players are meant to be able to create the world and play in it the way they want, with of course plenty of challenges thrown in their way. As for being beginner-friendly, that is definitely a core goal. IMO, the ideal balance is a game that encourages players to learn some technical skills in order to excel at the game, but still lets them have fun without doing so. I envision that more tech-savvy players will have an advantage, but one that encourages a challenge ("I want to figure out this game system so I can play better"), as opposed to making the game feel unfair. If we miss that mark, I'd consider that a design flaw that would require changes. Hah, I've got a lot more than that! I've been working on this game since June. Slang (the in-game programming language) is basically finished, as is some of the software that runs on it, along with a big chunk of the (in-game) network infrastructure. A small portion of the client-server API is in place, as is a draft version of the client UI, which you can see in that third picture on the blog. In short: Yes, there's a metric shitton of work to do, but Spycursion is far from just an idea at this point.
  10. shelvick


    I'm annoyed at you for making me enable Flash. The music started off annoyingly, but got better later. It starts quite suddenly -- there should be a countdown, or make sure no cubes start in the middle of the screen. Do the different cube colors mean anything? If so, I couldn't tell. The game seemed to get slower and stutter more as time went on. Could be just my computer, or it could point to a memory leak. This isn't my favorite type of game. That said, it was worth every cent I paid. ;-)
  11. This summer I started working on a "subterfuge MMO" game called Spycursion, which I've written about here and on my blog. It draws inspiration from EVE Online, Uplink, and Street Hacker, so if you've been into any of those games then you may find it very interesting. Right now the team is just me, but that is hopefully about to change! I'm looking for a couple of people to fill some expertise gaps. Most importantly: Graphics, particularly SDL2/OpenGL Marketing (or, more likely since this is a game dev forum, connections to people who can do game marketing) Art. See this post; the first two images there are concept art representing the style direction I'm planning on launching a crowdfunding campaign ideally in January, and am pursuing additional funding options. Spycursion is a game that I think is very unique and has a lot of potential -- but I need your help to realize that potential! If interested, please send me a private message detailing your experience/qualifications. Thanks, -Scott
  12. Various applications do this all the time, in the form of heartbeats. I'm not entirely sure what you mean by "I need the server to send data ... at the same speed the client sends data." Do you mean that you need the two synced up, 1:1, as in synchronous rather than asynchronous? If this is the case, I don't see much of a downside to keeping the extraneous data (as long as the interval is reasonable), as that also gives you a way of knowing when a client has dropped. Though if you find yourself sending empty arrays too frequently, you might want to consider an asynchronous model.
  13. Does Hacker Rank have a forum where you could post this question? If not, you should probably link to the question and/or provide the actual test case (if their site terms allow you to do so, which I'm not sure they do) so we can better assist you.
  14. Sure. Though really, developers are part of the target audience, even if not the whole audience. Spycursion aims to be playable by non-technical people, but those who can code or are willing to learn through the game will likely have an advantage. I welcome all opinions, from the perspectives of both players and devs.
  15. shelvick

    Need feedback for project named NOWhere

    It looks cute, but if I'm asking myself "am I going to buy this game?", right now I wouldn't have enough information to make that decision. For me it boils down to what unique things you can do with the mechanics, and it's not clear from the trailer what those are.
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